Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Convincing 4th Edition players to consider 5th Edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 5958601" data-attributes="member: 386"><p>I disagree. I think that balance means that the players have choices to make. An unbalanced game means that there are only a few choices to make; a broken game means that there's only one. (Compare Chess (balanced) to Connect 4 (broken or solved, same thing).)</p><p></p><p>If we're looking at how the game works I think we need to consider reward systems. The reward for playing D&D is to experience the imagined world. The way that the system pushes you into this - through playing the game, makes the imagined world situation more interesting and adds depth - is its reward system.</p><p></p><p>I would say that the game should be balanced on this level: the players should have many choices to make about <em>how</em> to experience the imagined world. If one choice is going to make exploration more interesting and add more depth, then it's unbalanced. All choices should add interest and depth, but they need to do so in different ways.</p><p></p><p>This makes me think that the "martial" classes (fighter, thief, ranger) should drill-down into the grit of the world, and the "magic" classes (wizard) should expand outwards into the planes. Clerics and druids (and monks?) would occupy a space in-between, as religion and nature are important to the grit of every-day life but expand outwards into the metaphysical planes.</p><p></p><p>If you have a party of all types, then you'd experience a game where the PCs eventually travel to different planes and get into the grit of every-day life wherever they go.</p><p></p><p>Adventure would then be the point of the game; adventure in order to increase the interest and depth of the game.</p><p></p><p>edit: When I say "experience the imagined world", I mean that in many ways: feeling as though you are there, setting goals in that imagined world and using your experience in that world to achieve them, getting into tactical combat with monsters who act differently based on their role/place in that imagined world, engaging with moral and ethical issues in that imagined world, etc. Pretty much "Exploration" from the Big Model - the creation of fiction.</p><p></p><p>Since this is D&D you'd need to guide that fiction towards high-fantasy or swords & sorcery (both are D&D), and how you create the characters and how those characters interact with the reward system would be that guide.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5958601, member: 386"] I disagree. I think that balance means that the players have choices to make. An unbalanced game means that there are only a few choices to make; a broken game means that there's only one. (Compare Chess (balanced) to Connect 4 (broken or solved, same thing).) If we're looking at how the game works I think we need to consider reward systems. The reward for playing D&D is to experience the imagined world. The way that the system pushes you into this - through playing the game, makes the imagined world situation more interesting and adds depth - is its reward system. I would say that the game should be balanced on this level: the players should have many choices to make about [i]how[/i] to experience the imagined world. If one choice is going to make exploration more interesting and add more depth, then it's unbalanced. All choices should add interest and depth, but they need to do so in different ways. This makes me think that the "martial" classes (fighter, thief, ranger) should drill-down into the grit of the world, and the "magic" classes (wizard) should expand outwards into the planes. Clerics and druids (and monks?) would occupy a space in-between, as religion and nature are important to the grit of every-day life but expand outwards into the metaphysical planes. If you have a party of all types, then you'd experience a game where the PCs eventually travel to different planes and get into the grit of every-day life wherever they go. Adventure would then be the point of the game; adventure in order to increase the interest and depth of the game. edit: When I say "experience the imagined world", I mean that in many ways: feeling as though you are there, setting goals in that imagined world and using your experience in that world to achieve them, getting into tactical combat with monsters who act differently based on their role/place in that imagined world, engaging with moral and ethical issues in that imagined world, etc. Pretty much "Exploration" from the Big Model - the creation of fiction. Since this is D&D you'd need to guide that fiction towards high-fantasy or swords & sorcery (both are D&D), and how you create the characters and how those characters interact with the reward system would be that guide. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Convincing 4th Edition players to consider 5th Edition
Top